Planet Explorers is an open world sandbox adventure RPG game set on a distant planet. The game uses a new OpenCL calculated voxel system to allow players to change the terrain in any way, create new objects such as weapons, vehicles, objects, and do it anywhere.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Planet Explorers is an open world RPG for its single player mode, as in there's a storyline with an ending. The game is in alpha, there will be bugs and strange things that we can't explain. Since it's an RPG, there will be more bugs than other games of the voxel type. Also due to the RPG nature, each main update will be spaced by about a month. But due to the decent size of our team, each update will contain a lot of content. We do listen very closely to our players, so you will have an opportunity to impact the direction of the game.”

July 17

There were too many bugs with last week's build, by the time we fixed most of the bugs it was Wednesday, so we went ahead and merged it with this week's build. For the next week, we're focusing on fixing/adding digging, building (trying to simplify some of the operations), VTOL, forest AI, colony trading post, and UI.

We've also started work on Coop Story Mode, which is pretty much one of the most wanted from players. This will take about 2 months (or sooner). We're also working on using FMOD for all the sound effects, this will take much longer, but from some tests, this will be very good for our game.

Changelog

Fixed Puja attack error
Fixed position of player when in vehicle
Fixed and changed the area of digging
Fixed issue of superspeed when jumping with a jetpack
Fixed issue of climbing animation when reaching the top
Fixed issue where some story NPCs don't appear
Fixed issue where some ISOs don't show an UI when clicked
Fixed issue where custom items cannot be picked up
Fixed issue where items get lost when moving from the Colony storage to personal items
Fixed several colony UI bugs
Fixed issue of not being able to talk with NPCs after loading
Changed the distance of scavenging animal bodies
Fixed repair machine and solar charger errors
Fixed issue where a game can be loaded from a blank save
Fixed issue with follower UI
Fixed issue with Adventure Mode shops and currency
Fixed error with pressing B
Fixed issue where loading can get stuck on 100%
Fixed the rotation of the shield handle in the Creation System
Fixed issue where the player pauses for a moment after the turning animation
Changed the attack animation of the player
Changed some calculations to allow the hit rate for the player to be higher
Fixed issue where the muzzle effect is away from the gun when moving
Changed the collision layer of some small animals to allow a greater hit rate
Fixed issue of player movement anomalies after changes to the host server
Fixed issue with fast travel in multiplayer
Fixed issue with server data packets
Fixed issue with random NPC shapes in multiplayer
Got rid of auto reviving after reloading a save where the player's dead
Fixed issue with turrets not receiving damage
Fixed issue with NPC following the player
Fixed issue with Workshop UI not working correctly
Changed UI location of followers
Fixed sleep UI, can now select length of sleep
Fixed issue with deducting monorail parts in Build Mode
Fixed issue with laser turret energy turning to zero when picked up
Fixed issue with random NPC auto revive time
Fixed issue with guns not having bullets when equipped
Fixed issue of player still able to use items after death
Fixed issue of player falling through the map in multiplayer
Fixed issue with large map in multiplayer
Added turret disappearing after total damage
Optimized Replicator UI, much faster now
Optimized UI display speed
Added mouse button display when mousing over pickable items
Added player draining oxygen in water (still needs UI display)
Added player damage from falling
Added player gaining hp at rest
Added more types of fish
Added long range attacks for Puja aliens
Optimized how aliens are created
Optimized how animals are created
Changed the physics system for vehicles, easier to control
Added NPC shop logos
Added staggered items in shops, players can now buy multiple items at once
Random NPC now have more than just one look
Colony buildings can now come under attack in single player
Colony NPCs can now be selected as followers
Added sound and visual effect to learning a script
Added help windows to Gerdy's talk at the start of the game
Added new buildings to the Martian Colony in Story Mode
Added energy shield blocking projectiles

July 3

To play this, you will need to opt into the beta branch. We have a bunch of animals with new behavior trees ready to go back in, just waiting for some outsourced animations to come back. VTOL and boats are going in next as well, then we can move on to the new stuff in the Creation Editor.

Changelist:

Fixed issue with NPC walking speed and animation not matching
Fixed issue with player hand at wrong position on object
Fixed issue with NPC not getting up after reviving
Fixed issue of not able to dig in Build Mode
Fixed issue of not getting up after reviving if carrying custom weapon
Fixed issues of some Layerback attacks not able to hit
Fixed issue of clock not moving after loading game
Fixed issue with item cool down time
Fixed issue with autosave
Fixed issue with the solar charger and repair machine disappearing after loading
Fixed issue with the mission UI window not positioning right
Changed the currency in Adventure mode
Changed the range where the player can pick up monster drops
Optimized UI windows
Fixed issue where the Replicator displays the wrong numbers
Fixed character head display issues in the UI
Temporarily stopped vehicles from collision damage (due to multiplayer issue)
Fixed issue where some animal attacks were not initiated
Fixed issue where some animals enter attack mode too slowly
Fixed issue with Adventure Mode generating too many random NPCs
Fixed issue with alien camps displaying the wrong texture
Added tool tips to the Build System UI
Changed the transparency of the UI blocks in the Build System
Fixed issue of unlimited materials when clicking undo in the Build System
Fixed issue where pressing ESC exits the Build System
Tweaked the position of player when entering multiplayer
Added NPC revive in multiplayer
Fixed issue with monster drops in multiplayer
Fixed issue with using materials when in the Build System
Fixed issue with displaying uncharted territory
Added doors, beds, lights, and custom objects in the Creation Editor
Added ability to learn mineral scanner scripts
Added some fish types

About This Game

In Planet Explorers, it is the year 2287, one of the first colony ships sent out by Earth arrives at the planet Maria, in the Epsilon Indi Star System. During its landing sequence, something appears in front of the massive ship that causes it to lose control and crash into the planet. Some of the colonists survive in lifeboats, but what they find is an unforgiving land filled with creatures ready to outlast the visitors from Earth. Now the survivors must explorer, gather, build, create, fight, and ultimately, build a new home.

Game Modes

Planet Explorers will feature single and multiplayer modes.

In single player there are 3 distinct selections

Story Mode – Story mode is the main meat and bones of the game, it is the action-adventure-rpg-somewhat-4X segment, offering npcs, missions, colony building, farming, ranching, training, diplomacy, and of course, a storyline that you can follow or ignore. This story features a 17X8km world map with many unique character, landscapes, biomes, locations, and over 100 types of potential enemies. Even though we’ve made it seem like a very action oriented game in the trailers, in reality, players can choose to not fight so much as to just plant a farm, make some food, keep the colonists alive, negotiate with the sentient aliens, and defend the perimeter from the local life forms. That can still eventually arrive at the ending. And yes, there is an ending.

Adventure Mode – This mode is based on a procedural map generated from a seed. Currently, it comes in a 40X40 kilometer map. Players will be able to complete random missions, defeat bosses, and explore different landscapes in the mode and eventually be able to setup conditions that they want to play (such as tower defense or attack an alien camp). This mode will also feature survival gameplay. The randomization in this mode will eventually pull in player made objects and locations so that a world will always feature something new and unique.

Build Mode – In this mode, there are no enemies and an infinite amount of building material. It also currently comes in a 40X40km map. Players will be able to build whatever they want in this mode, including everything in the Creations Editor. Think of this as the perfect testing ground to test everything you build. Or…it’s your place to build your garden without ever worrying about the pesky aliens.

Multiplayer allows Local Area Network and player hosted servers. It features several modes but some are still on the drawing board or going through technical trials so the final result is still in flux. Players playing multiplayer should be able to bring at least one of their created objects into multiplayer games, be it a sword, gun, or vehicle.

Coop – Coop comes in many selections, such as adventure mode, tower defense mode, build mode, etc. This is pretty much an open world sandbox with a max of 32 players (this number still needs to be stress tested).

Versus – This mode allows teams of up to 16 players to battle against 16 players from another team. We allow full terrain manipulation in this mode. Currently, it's a point based system where one team wins if they reach a certain point level based on kills, built objects, resources mined, etc.

I revisit this game once every 4 or 5 months. Lately I have noticed a massive decline in development progress and feel this will never be finished. I hope I am wrong as it has a great potential and could do really well but it just doesn't seem like the dev team has planned much of what they are doing and rather just do things on a whim. I really wish one of these games would just incorporate a single whole world rather than separate servers all over the place.

One year has passed and the game is still in alpha stage, not even beta and be sure it will stay in alpha for ever. The proof is that we now have "beta updates" of an "alpha game", totaly nonsense, if the game is in alpha then all updates are normal updates. So don't be fooled, what you buy now is the final game and should be criticized like every other game, not as early access

And for now, here is what is the actual game:- Really poor optimization. FPS drops/ stuttering (often 20 fps with a rig wich run every actual games at 60fps ultra )Nearly unplayable when fight againt more than 2 or 3 mobs- Graphics not as good as in trailer, sometime look like a 10 years old game, crappy textures/models/animations- Bugged story mode due to awfull pathfinding (npc can be teleported undermap, you have to save/reload many times)- Most sounds are missing (turrets have no firing sound, fighting creatures have no sound, etc). The few sound wich are present are crap (gunshot sound, footstep)- There are 3 music running in loop, they are awfull and absolutly no SF.- Memory leak that makes the game laggy as hell after an hour- Crashs Crashs Crashs

This is my first review. I would love to recommend this game as it has so much potential to be great. As you can see by my playtime I've spent many hours in the game (216.1). However, at this point I cannot recommend buying this game, not at full price anyway. If it's on a Steam sale for say ~50% off, then it's probably worth it, other than that you might as well wait.

The developers are failing on all their promises as of late, not just once or twice. The upgrade from Unity 4 to Unity 5 was supposed to be done months ago. Version .9 was promised, when that fell through version .88 was to be released "soon", which has still of yet to happen. (has now I'm pretty sure)

It seems communication is falling off more and more and the devs can't be bothered to give a good or in depth reason, or even reply in a timely mannor.

The dev(s) are in no hurry for major fixes, so don't be in a hurry to purchase it, definately a sale item.This game may or may not be complete by 2020.

So I have put quite a few hours into this now, which gives me enough of an impression to actually write this. That is not to say that time played by default makes my opinions correct, or at all helpful, but I will try.

So I have been keeping an eye on this game since pretty much the start, maybe 2 years, not sure. But so far I have noted these key points.

The Developers:#The developers seem quite dedicated.#They seem ambitious, almost to a fault but not quite.#They are a recent announcement to upgrade to unity 5 shows they wish to improve even what seems to be set in stone. #They are slow, but they are also detailed, few game crushing bugs have ever popped up.#They are a small team, and not as vocal with their community as I would like. (keep this last one in mind when I describe the game, as it means alot when it comes to visual assets.)

The Game:#Graphics are pretty good in some ways, but a letdown in other.#The art style for humans leaves them feeling a little less real, and can be seen as a little cartoonish#Character customization leaves a lot to be desired but has come a long way since earlier versions.#Animation leaves a lot to be desired but it has been already announced they are going over the animations from scratch and making very impressive leaps, set to be released in 0.90 along with Unity 5 engine.#Combat is currently clunky, ranged weapons are your only real weapon, use a bow at first but aim for a laser weapon ASAP and a large supply of batteries. Combat in melee is not an option at the moment but in a recent video they have shown great progress in the combat system coming in 0.90 Unity 5 update.#AI is parted into what seem to be factions, often you will see animals fighting in clear and defined rolls of hunter and prey, truly one of the fantastic parts of this game.

As for my impression of the game as a whole?I like it, I played through all the story that is currently there, and when I hit that first message saying I could not take this mission because it was not currently complete, I was left begging for more.

However I do worry the 0.90 update will require a total restart of my play through, but with all I have learned, and baring major changes, I will be able to do everything even better and even faster next time round, I know where you hid my aluminum you sly dogs!

I would buy this game again, but there is one fact I must stress to all consumers. So please read this and take it to heart.

This is an early access game, you may end up with something you did not expect, it may be bad, it may be good, it may be total trash, but you knew this going in, you paid for an unfinished untested product and it is your risk alone to take!